Hemoglobin: yet another bleeding mob plugin Warning: This plugin will break with 1.1-R5. I'll fix it when I have time. Screenshot of it in action: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Version: v1.3.2 Hemoglobin spawns "blood" -- redstone drops by default -- when a mob is damaged. The blood cannot be picked up and will vanish after a delay Features: Configurable despawn delay Configurable amount of "blood" spawned per loss of 1/2 heart Download Hemoglobin Source Code on Github Changelog: Version 1.3.2 Switched to synchronous threads to stop Bukkit from nagging. Version 1.3.1 Stop Bukkit from nagging about async tasks Version 1.3 Lowered default despawn delay to 50 ticks Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Version 1.2 Automatic despawning of "blood" items Version 1.1 Added ability to change the item spawned as blood Added ability to change amount of item spawned per 1/2 heart lost Version 1.0 Initial version Configuration: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler pickuptoremove: whether walking over the blood drops will cause them to disappear default: false delay: how many in-game ticks should pass before the dropped blood would despawn default: 50 multiplier: how many blood items would spawn per 1/2 heart of damage default: 1 material: the material of the dropped item default: REDSTONE metadata: a special metadata value to distinguish blood from normal drops. default: 1337
Can you add an option for disable blood in NO PVP AREA ? Each mob had their personnal blood (fire for pigzombie for exemple, slimeball for slime, ) Why not the blood can be pickup (just 10% of the blood and we are heal for 10%) if you pick it up before it disappears? (I know their are a vampire mod but it's just a suggestion )
Thanks for the suggestions; however, this is intended to be a very simple blood plugin. The blood types for each mob may, however, be implemented in a later date. It is strange to see skeletons dropping blood, after all.
can you make it do this for everything BUT creepers can you make it do this??? just make a lil less fall out and only bones when the mob dies, and make it so when creepers explode the wool isent blown out of the ground as a pick up. that or take out creepers all together. EDIT by Moderator: merged posts, please use the edit button instead of double posting.
I'll have to put a cap on the maximum amount of particles spawned per hit next version. Edit: It seems that the number of particles spawned depends on the weapon's maximum possible damage, not the actual amount of health that the victim lost. Therefore, lightning or the kill command both make the server lag because they are able to deal huge amounts of damage to the victim. This will be fixed also in the next version.
no one uses the small block particles that you see when destroying redstone/wool in the bleeding plugins that would be the most realistic
Bleedinmobs plugin had this same idea, it bugged A LOT. Redwool (blood) stay on ground so ppl were able to get it, redstone (intenses if it was correct word?) dropped on ground also, bones dropped on ground...Does this plugin bug also like that? coz id love to have bleeding mobs XD
I didn't observe any bugs, but I did not test it with NoLagg. I never implemented flood control, so if, say, a giant started dancing on cacti, the spawned blood will rapidly disable a server, so I do not recommend you to install this until I have time to fix that. Are you running NoLagg with BleedingMobs or GoreMod? If so, remove it until they fix that bug. Edit: I see that BleedingMobs/GoreMod added a fix for GoreMod. Try updating BleedingMobs.
I would put Lava- drops animation (You know, when Lava is on some block the lava-drops from this block) of instead redstone.
I'm gonna have to update the plugin for 1.2.5 anyways, so I might try to play the breaking red wool animation.